The reason I chose those game to present in class was because it piqued my interest after I watched some game play footage of it on a YouTube video. Initially what attracted me to the game were the slightly varying start positions, it allowed for replayability and didn't make me feel like I was getting bored of the game if I got bored of the decisions I made in my previous game and wanted to start over.

The game relies very heavily on text. While sometimes this can be annoying to the flow of the game, it really does give the player a sense of how large the story actually is. The game also allows the player to make tons of choices throughout their game further adding to the enjoyment of the game as a whole.

Overall, I felt this game was appropriate to show the class because I felt it did a lot of things right. It did a good job of incorporating an epic-size story line in a way that actually made me want to play it. While I do not always enjoy such text-centric games, Always Sometimes Monsters stands out as the exception.

Ron Zach and I met for several hours yesterday to discuss the fate of Time Takes its Toll. We started out the meeting talking about what we still had to do for Tuesday and then plotted out the next 4 weeks of development on the project. After sketching out what we had to do to finish the game in its current incarnation, we managed to shave it down to a manageable, yet still incredibly large, level.

This felt good. It would be a lot of work but we would finish what we wanted to do initially after making some sacrifices. Ron then reminded us all that we have other classes and senior projects to do and that realistically, we would not stick to this ridiculously packed schedule that we had set for ourselves. Unfortunately he was probably right.

So instead of making more sacrifices on the game, we thought it would be more productive to brainstorm some backup ideas and see if we still had the interest level we initially did on TTiT. We came up with a resource management exploration game, similar to Star Craft, but without a focus on combat. We all loved the idea and could see a viable end to this project.

We did not choose this project SOLELY because it was less work, but as Ron and Zach have expressed they want to have a portfolio piece they can present in the next month and time was a relatively large factor in the process. We plan on using basic shapes, so no need for assets, but with the added benefits of it being pretty yet still minimalist.

Overall I think that this new project is a good direction to head and I have made a graph indicating my interest level on continuing TTiT.

Bosses need some love too! I decided to create a simple deck builder for bosses. All boss monsters will be broken up into three grades, Big, Med, and Small. Each boss will then be assigned up to three of each random ability from the various levels of boss trees.

The feedback is in and word on the street is that the combat is way too slow. Having turns upon turns upon rounds did not test well both domestically and outside of the class. A turn structure revamp is in order!

PATCH NOTES: Players no longer draw hands of 5 cards There is no longer separate rounds inside of turns Players now discard their hands at the end of every turn Status effects no longer expire at the end of turns Move actions no longer require discarding a card

Players now draw hands of 3 cards Players are allotted two actions per turn Playing and card from the players hand costs 1 action Moving cots one action All status effects last 3 turns or until otherwise specified__________________________________________I believe the aforementioned changes will help quicken the games and improve the overall experience. Extra posts are to follow.

Combos have been expanded to allow multi-classing to be more viable. In addition to their single class combo form, a multi combo has been formed. Instead of playing two or more same class cards in a row to initiate a combo, a player can now initiate a multi combo by playing three or more different class cards in a row and drawing the effect the multi effect instead of the pure effect on the combo card for the last class card they played.

***************NOTE**************This means that combo cards can only be played with the effects under the circumstances of which they were drawn. Meaning that a multi effect can only be used if the player has triggered a multi combo(3+ different cards in a row), and the pure effect can only be used if the card was drawn on a normal combo (2+ class cards in a row).

In order to add deck building strategy to the game and to reward players for strategically pruning cards a combo system has been implemented. A player is rewarded for playing two or more cards in a row from the same class. If the player is riding off a combo, every time they continue the combo they are rewarded with one of the special combo cards unique to each class.

The skill tree is Laid out into three tiers. There is the basic tier, consisting of only basic attacks, the first tier class abilities, consisting of basic abilities for each class (Fighter, Rogue, Cleric, Mage) and the second tier, which are advanced abilities based off of the class tier.

Description: Taking inspiration from games like card hunter, fire emblem, and star realms this game will play similar to card hunter in that it is a card-builder, turn-based, rpg, with a twist. The player will play as a group of adventurers in their prime. They are called upon to fight the evilest villain in the land, which they do with ease. Years pass and the evil has faded for the land and there is not much work left for the aging adventurer. Time takes its toll on the adventurers and as the years go by and tasks arise, they are called to action from time to time, but with diminished abilities.

Mechanics: The game utilizes a skill tree system, similar to other RPG's except that instead of filling the various branches with points, the player is deciding which points to remove from the branch. This system is called ability pruning and the player will be pruning skills after every battle to narrow the abilities in their deck, choosing between specializing in one of the classes or to generalize with several symbiotic abilities present in the lower tiers of the talent tree.